added FOV

This commit is contained in:
Lukas Nöllemeyer 2024-08-17 12:09:19 +02:00
parent 1b5d512a4b
commit 0a0ff2d1ed
2 changed files with 24 additions and 5 deletions

View file

@ -16,7 +16,7 @@ from game.screens import Push, Screen, ScreenResult
from game.tags import IsItem, IsPlayer, IsDoor, IsActor
from game.constants import WALL_CHAR
from game.screens import menu_screens
from game.world_tools import world_pos_to_map_pos, map_pos_to_world_pos
@attrs.define()
class MainScreen(Screen):
@ -34,7 +34,8 @@ class MainScreen(Screen):
raise SystemExit()
case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS:
new_pos = player.components[Position] + DIRECTION_KEYS[sym]
if not g.world[None].components[Map].walkable[g.world_center.y+new_pos.y][g.world_center.x+new_pos.x]:
map_pos = world_pos_to_map_pos(new_pos)
if not g.world[None].components[Map].walkable[map_pos.y][map_pos.x]:
return None
player.components[Position] = new_pos
# Auto pickup gold
@ -56,20 +57,32 @@ class MainScreen(Screen):
camera_pos = camera_pos.mod(len(centers))
h = console.height//2
w = console.width//2
map: Map = g.world[None].components[Map]
cam_map = world_pos_to_map_pos(camera_pos)
map.compute_fov(cam_map.x, cam_map.y, 100)
def draw(e_pos, e_graph):
screen_pos = e_pos - camera_pos
mp = world_pos_to_map_pos(e_pos)
if (-w <= screen_pos.x < w\
and -h <= screen_pos.y < h):
and -h <= screen_pos.y < h)\
and map.fov[mp.y][mp.x]:
graphic = e_graph
console.rgb[["ch", "fg"]][screen_pos.y + h, screen_pos.x + w] = graphic.ch, graphic.fg
for (y, row) in enumerate(g.world[None].components[Map].walkable):
# Draw walls
for (y, row) in enumerate(map.walkable):
for (x, val) in enumerate(row):
if not val:
draw(Position(x,y)-g.world_center, Graphic(WALL_CHAR))
draw(map_pos_to_world_pos(Position(x,y)), Graphic(WALL_CHAR))
# draw all entities that are not actors
for entity in g.world.Q.all_of(components=[Position, Graphic]).none_of(tags=[IsActor]):
draw(entity.components[Position], entity.components[Graphic])
# draw all actors
for actor in g.world.Q.all_of(components=[Position, Graphic], tags=[IsActor]).none_of(tags=[IsPlayer]):
draw(actor.components[Position], entity.components[Graphic])
# draw the player
for player in g.world.Q.all_of(tags=[IsPlayer]):
draw(player.components[Position], player.components[Graphic])
if text := g.world[None].components.get(("Text", str)):